HI I am designning sound project for a MMORPG using FMOD . I have a problem here : When I walk into a small room , all the sound that outside room should be volume down or even mute , but inside room all the sound should be a room reverb . So how to setup this kind of function in FMOD ?

Thanks for your suggestion , I check the occlusion effect in fmod , but I have still some doubt about it , if we use occlusion effect for all the 3D effect , when I want to adjust all the 3d sound ‘s 3D roll off , I must fix the parameter of each event one by one ? Can fmod offer some way that I can fix all the parameters of selected events in batch function ?

And still for my situation, in the FMOD example for the occlusion effect , only a "distance" parameter provided , I still cannot find how to make a obvious difference between sounds inside and outside room .

I donot think only by the " distance " can we recognize a sound inside or outside room. So I think there are must be some think like "flag " to tell the programmer to recognize it .

Has anyone here meet with my problem ?

Imagine this :

1) in a mmorpg game , I stay in the room , while anther player is playing outside my room near the door , he is fighting a monster , So when I open and close the door and step inside and outside the room , all the sound should be different …..

2)there 2 monsters in same kinds , one is inside room with me , another is outside room and they are spread by a wall ,their sound should be different .

The occlusion system that audiodev was referring to includes more than just volume attenuation by distance or hand-tuned occlusion effects in FMOD designer. FMOD also includes a Geometry API, which allows you to define geometry (potentially informed by your collision mesh, or by a separate mesh altogether), and define occlusion parameters for every polygon in the mesh.

You’ll have to work with a programmer to get this set up, but once it’s in, it works wonderfully, and solves exactly the situations that you’re describing in your question (combat in another room, monster sounds indoors and outdoors).

You should also take a look at the reverb system, which will let you create even more effective aural environments.

We have a simulator involving a vehicle. We just created an inside and outside parameter. Let’s say the engine is running, the inside parameter has a low pass and volume layer, while the outside has just a volume. So when you are "in cab" the engine running sound is muffled and a lower volume.

This will help you in some instances, but may not help when your perspective is outside and there is a monster inside. I’m on the designer side so this may be just a tweak by the programmer to "reverse" the effect?

Adiss is right on. That’s exactly the system and approach I was referring to. Unless the collision geometry of your world is very simple indeed, you probably want separate, super simple sound occlussion geo. But yeah, it’s awesome.

Parameter techniques like Sim talks about are very useful, too, but I think they are best when used for special case behavior (like entering a car that you can drive) rather than as a substitue for an occlussion system.